Inquiring Minds Want To Know
Todayās question: If you could bring back any one mechanic thatās never been brought back before, which one would it be and why?
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Inquiring Minds Want To Know
Todayās question: If you could bring back any one mechanic thatās never been brought back before, which one would it be and why?
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I know you've said a number of times that the issue with a return to Kamigawa is that so much would have to change to make a viable set that it would really be a return in name only. Which do you think is the better idea: a return to Kamigawa with you being given the freedom to change as much as you need to change to make a viable set, or an entirely new Japanese-themed plane, built from the ground up incorporating everything you've learned in the past years?
Okay, Question Marks. Which would you prefer and why:
a) a return to Kamigawa where R&D is given the freedom to change as much as we need to make a viable set
or
b) an entirely new Japanese-themed plane, built from the ground up incorporating everything R&D has learned in the past years
I would prefer A. I know the people who really want to return to Kamigawa is a small subset of the community, and if Iām being honest Iām part of that set. It had a lot of problems but there were a lot of good single cards with a lot of flavor, and I think R&D having free reign to make changes would produce a good set. I donāt think we need or should abandon a plane just because a particular set didnāt do well unless the plane itself is an issue
Oh my god ā¤ļø
Absolutely love this
Wow.
Please watch this.Ā
i was a little apprehensive to watch this because itās four minutes long and i have a short attention span, but within the first 30 seconds i was hooked.
watch this. please, you wonāt regret it.
Canāt reiterate enough. Watch this. All of this.Ā
I donāt often post, but I feel this is important to watch.
before tumblr gets deleted can i get a fuckin uuuuuuuuuuhhhhh 11 new followers to finally break 3k?
You have close to 3000 followers?
Drawing tips - Eye by Naranb

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EDH Deck Tech: CromatĀ Utility
[you can see every deck tech here]
Hello & welcome to this weekly deck tech! This week weāre back at it with EDH with a pretty fun homebrew of mine: Cromat Utility. Now Iāll be honest, this deck isnāt great, but itās pretty fun and sits at around 20$ so if youāre looking for a funky & unique deck for cheap this might work out! The goal of the deck is to play around the utility & versatility of Cromat & similar cards.
What I mean by that is having a bunch of cards that can do a wide variety of things, so that in any given situation you have an appropriate answer. Cromat is a great example since you can do 5 different things with it, depending on what you need. All of the cards in this deck follow the same strategy for maximum utility & versatility. Letās get to those cards. Also, before you guys say anything, no the ravnica blocks guildmages are not here; they are mana intensive and they would take most of the deck since thereās 30 of them, you could easily make a deck around them though!
Apprentices
Letās start off with the cheap ones; all the cards mentionned in this article are part of cycles, which makes things more balanced, and offers even more utility. The first ones are the Apprentice, with Nightscape, Stormscape, Sunscape, Thornscape & Thunderscape. Those cards arenāt usually too impactful, but they offer some nice little effects like granting combat abilities, pinging damage, or tapping creatures. They fit well on the curve too.
Disciples
Honestly very similar to the apprentices, the Disciple cycle adds some more utility to the deck for a cheap cmc, between Ana, Ceta, Dega, Necra & Raka, you have a wide range of combat tricks & mana fixing!
Non-Ravnica Guildmages
Not a lot of people know that GuildmageĀ was sort of a thing before Ravnica, with a little cycle of Armorer, Civic, Granger, Shadow & Shaper. Similar to the apprentices, they offer combat tricks, pinging & bouncing your own creatures. They also fill out your 1cmc slot for the deck nicely, letting you easily play some int he early turn to start the action.
Familiars
Part of the same cycle as the apprentices, the Familiar let you cast spells of specific colours for cheaper; itās really good in this deck since youāre using every colour equally, the mana reduction is sure to make it worth your while. Again you have the range of Nightscape, Stormscape, Sunscape, Thornscape & Thunderscape for those as well.
Battlemages
Thereās actually two different cycles that used the Battlemage template, one being the same as the apprentice & familiar, the other one being on Alara, which gives you even more tools for the deck; between Nightscape, Stormscape, Sunscape, Thornscape & Thunderscape, as well as Ana, Bant, Esper, Grixis, Jund & Naya. The old battlemages all have kicker costs that let you have additional enter-the-battlefield effects to use in different situations; the abilities are also stronger than the ones seen previously and are most likely the most solid cards of the deck, with effects ranging from drawing cards to destroying creatures; the Alara ones are more similar to the apprentices with effects you can activate by tapping them, mostly combat tricks and small things.
Volvers
Very similar to the old battlemages, the Volver cycle has cards with kicker costs that let you have a variety of strong effects depending on the situation, in this case itās mostly consisting of coming into play with +1/+1 counters and added abilities like trample or regenerate, depending on the kickers that you use. Part of the same cycle as the Disciples, you have the options of Ana, Ceta, Dega, Necra & Raka.
Emissaries
While being a bit less flexible, the Emissary cycle offers some creatures that have a single kicker cost to add an effect when it comes into play, usually itās destroying an artifact, enchantment, land, creature, etc. Theyāre not the best cards of the deck, but between Benalish, Shivan, Tolarian, Urborg & Verduran it offers some nice things.
Masters
Sitting at the top of the curve, the Master cycle brings some stronger utility, even if the cost is higher, itās usually worth it, with effects that kill of creatures, protect them, pumps them, bounces them or drains your opponent; they are kind of your end-game of control/utility in here. They are also part of a previous cycle, with Nightscape, Stormscape, Sunscape, Thornscape & Thunderscape.
Sanctuaries
While not being creatures, the Sanctuary cycle actually brings some nice extra help to the deck with some decent effects. They are part of a previous cycle as well, with the Ana, Ceta, Dega, Necra & Raka. They are harder to deal with than creatures and will let you deal with creatures or draw cards, or even gain life fairly easily.
Mana Fixing
You might as well play the Signet cycle from original Ravnica in the deck since you want mana fixing and the deck wants more 2 drops; Iād recommend playing the 10 different ones to have a good distribution, Iād also recommend running the Panorama & Tri-Lands from Alara to make thing smoother as well.
the Ravnica Option
I donāt personally recommend going the Ravnica Guildmage route since they usually donāt have much synergy between each other (stuff like the Simic ones caring about +1/+1 counters but the deck barely has any) and their activation costs are usually high, but if you want to run them Iād recommend cutting the Sanctuary & Emissary cycles to make some place for them, probably the Familiars and from there it would be up to you. But again, I donāt really recommend doing so.
Wrap-Up
Thatās it for this week! I hope you guys enjoyed this deck tech as much as I did! Like I said, the deck isnāt GREAT, but itās actually pretty fun to play and you have tons of utility & versatility to do a bunch of different things, plus itās like 20$ so yeah. In any case, if I missed anything please let me know. Iāll see you guys next week for a standard deck tech.
Out of curiosity, who has done edh streaming/recording and how can you do it for very cheap?
@commandollar obs is free and you can screen capture cockatrice which is also free
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My first non-D.Va PotG you guys!
Super bored at work!! Doodled an ashe

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thank u for ur attn
@tamascotchi let me be real here for a sec, that username is absolutely amazing
Sound up.
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Topiās Daily Card #1111: Ā Imperial Seal
Imperal seal is a strong tutor. Ā While itās not instant speed like Vampiric Tutor, it is the second copy of a one mana tutor that puts the card you want right on top of the deck in vintage. Ā The cost of this card is one black mana and two life, but thatās easy to get around with card draw spells or whatever you need. Ā Itās potent in vintage, and even more so in commander where you can use it to find whatever you need with ease from a mana rock to your critical combo piece. Ā Imperial Seal is by no means a card that you must have, but any competitive deck that wants to win as fast as possible will welcome any cheap tutor with open arms. Ā
It you

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I lost 5 followers at some point and by the gods I hope they were porn bots or nazis, and not actual people I disappointed.Ā
Iām still here, and for what itās worth you
havenāt disappointed me!
Hi Dave! I'm new to Tumblr and decided to finally get an account. What are the MtG blogs that I should get started woth following? (You just seemed so friendly, I thought you would be the best person to ask.)
Hi there Randy! Itās nice to meet you!
Rather than try and list off all the awesome bloggers who post content for Magic: the Gathering (which is a daunting task because thereās so many) Iām going to let them introduce themselves.
Hey everybody! Who wants to come say hi to a new friend in our community?!
welcome to the community!
If you like shiny garbage come to my blog
I sometimes post magic stuff, and art stuff (usually magic themed) and overwatch...and yeah mostly funny things I see on tumblr